1. Introduction
Digital game consumption increasingly unfolds within platform-mediated commerce environments rather than inside the game client alone. Before, during, and after play, consumers encounter game-related information through social-video platforms, comment sections, creator content, livestream clips, community discussions, and visible interaction metrics. In these environments, users do more than watch promotional or entertainment content: they search for guides, evaluate game quality, compare experience problems, discuss payment rules, interpret cultural value, and assess whether monetization mechanisms are fair, transparent, and compatible with voluntary participation. As digital platforms reorganize cultural products into searchable, recommendable, measurable, and commercializable content units [
1], game-related platform content becomes part of the consumer journey in digital entertainment commerce. Platform governance research further shows that platforms structure cultural participation through data interfaces, recommendation logics, and visibility mechanisms [
2]. Bilibili game videos, hot comments, favorites, coins, and interaction counters should therefore be understood not only as media-participation traces but also as consumer-facing signals within platform-mediated digital game consumption [
3].
This platform-mediated setting is especially important for digital games because the commercial relationship between users and games extends beyond initial access or a one-time purchase. Contemporary game consumption often involves repeated attention, creator-mediated information search, evaluation of cosmetic or functional payments, community interpretation, and continuing decisions about whether to follow, play, pay, or disengage. From a consumer-behavior perspective, users respond not only to the game product itself but also to platform content cues, visible interaction metrics, public comment responses, and commercialization signals. These cues can help consumers obtain useful information, reduce uncertainty, develop cultural or experiential attachment, evaluate payment-rule fairness, preserve autonomy in spending decisions, and assess perceived monetization risk. Customer-experience research emphasizes that consumers form evaluations across multiple touchpoints rather than through a single purchase or use event [
4], while digital content marketing research suggests that platform content can shape engagement, trust, and value relationships [
5]. Self-determination theory (SDT) further clarifies why information value, cultural/experiential connection, perceived monetization fairness, consumer autonomy, and perceived monetization risk may matter for continued engagement [
6].
This setting raises a central measurement problem for digital commerce research: visible platform interaction cannot be assumed to indicate higher-quality or more favorable consumer engagement. In the Bilibili context, favorites, coins, and hot comments all indicate participation, but they do not express the same consumer relationship. Favorites may reflect information preservation and future reuse; coins may reflect creator support, aesthetic appreciation, community contribution, or platform-specific supportive norms; and hot comments may contain practical exchange, cultural resonance, payment concern, experience complaint, controversy, or risk expression. Customer-engagement research shows that participation behavior cannot be reduced to a single positive relational indicator [
7]. Online word-of-mouth research likewise shows that user-generated content can transmit value identification while also amplifying dissatisfaction and risk information [
8]. If engagement quality is judged only by interaction volume, consumer concern, commercialization controversy, and experience complaint may therefore be mistaken for positive engagement.
Where Winds Meet, a Chinese wuxia role-playing game, provides a suitable empirical context for examining this issue. Bilibili content related to the game includes guides, mystic arts, sects, equipment builds, character customization, completion routes, and beginner advice, all of which are closely connected to information acquisition and competence-oriented consumption. At the same time, many videos and comments emphasize wuxia, jianghu, Chinese-style aesthetics, narrative atmosphere, visual design, and cultural imagination, thereby turning game content into a shared cultural and experiential resource. The same platform environment also contains discussions of cosmetics, shops, monthly cards, paid top-ups, pricing, fairness, optimization, bugs, quitting, and discouragement from playing. This case therefore brings together information value, cultural/experiential connection, commercialization evaluation, and consumption-risk expression within a single platform-mediated digital commerce setting.
Existing research informs these issues, but the relevant strands remain only partly integrated. SDT-oriented game research explains continued investment in games and related communities through competence, autonomy, and relatedness [
9]. Virtual-goods research shows that digital purchases may involve functional benefits, identity display, aesthetic expression, and social meaning [
10]. Loot-box research links randomized paid rewards with problem-gambling risk [
11], while predatory-monetization research indicates that some commercialization strategies may be perceived as unfair, misleading, or aggressive [
12]. Game dark-pattern research identifies interfaces and rules that may steer player choices under limited transparency [
13], and consent-interface research shows that interface presentation can alter user choices in digital environments [
14]. Mobile-game dark-pattern research further connects engagement design with well-being and consumer pressure [
15]. However, less attention has been paid to the joint analysis of social-video exposure, platform interaction traces, platform-prioritized comment responses, and perception-level survey evidence within a consumer-behavior framework for responsible digital commerce.
This article therefore examines digital game engagement quality as a platform-mediated consumer relationship rather than as interaction volume alone. Engagement quality is not treated as a single latent construct. Instead, it is used as an interpretive framework for distinguishing whether visible platform responses are more consistent with information usefulness, cultural/experiential connection, supportive interaction, payment concern, experience complaint, or continued engagement intention. This distinction matters because the same platform environment can simultaneously produce reusable information, cultural resonance, creator support, commercialization concern, and risk-related complaint. Responsible digital commerce in game-related platform environments is therefore not limited to the presence or absence of payment; it also concerns whether consumers can understand commercialization rules, retain autonomy in spending decisions, and continue participating without excessive perceived pressure.
Empirically, the study uses a two-source quantitative design. The first component analyzes publicly accessible Bilibili videos and platform-prioritized hot comments related to Where Winds Meet to examine how content cues are associated with favorites, coins, deep interaction, and semantically distinct hot-comment responses. The second component uses a content-exposure-anchored questionnaire to examine whether perceived information value, cultural/experiential connection, perceived monetization fairness, consumer autonomy in spending decisions, and perceived monetization risk are associated with continued engagement intention. The two components are complementary rather than individually matched. Platform traces show how users act and express themselves under visible platform conditions, but they do not directly reveal psychological need support, value interpretation, or risk perception. Questionnaire data measure these perceptions, but cannot reconstruct the visibility conditions of real platform environments. The article therefore integrates the two components through theoretical convergence rather than individual-level causal linkage.
This perspective is relevant to electronic commerce and platform governance because digital games are increasingly consumed through platformized attention, creator economies, visible metrics, and monetization interfaces. Bilibili game videos, hot comments, and interaction counters do not merely record user behavior; they also organize what becomes visible, searchable, reusable, discussable, and commercially meaningful. For game operators and platforms, high interaction may appear to signal successful engagement. However, for consumers, the same interaction environment may reflect useful information search, cultural attachment, spending hesitation, complaint, or perceived monetization risk. Distinguishing these meanings is essential for evaluating responsible platform commerce, especially in digital entertainment markets where engagement design, creator incentives, and commercialization rules are closely connected.
The article makes three contributions. First, it reframes platform engagement metrics as quality-differentiated consumer responses rather than uniform indicators of favorable engagement. This distinction helps separate information-saving behavior, platform-specific supportive signals, cultural or experiential resonance, payment concern, and experience complaint. Second, it combines video-level interaction traces, platform-prioritized hot-comment semantics, and perception-level survey evidence to examine engagement quality through theoretical convergence rather than individual-level matching. Third, it links digital game monetization to responsible digital commerce by showing how information value, cultural/experiential connection, perceived monetization fairness, consumer autonomy, and perceived monetization risk are associated with continued engagement intention. In doing so, the study connects SDT, platform-mediated consumer behavior, and consumer-protection concerns in digital game commerce. Methodologically, the design does not claim individual-level causal matching between platform exposure and survey responses. Instead, it asks whether platform-visible response patterns and perception-level associations converge around the same consumer-behavior logic: continued engagement is more sustainable when digital game consumption is useful, meaningful, commercially understandable, autonomy-preserving, and low in excessive perceived risk.
3. Materials and Methods: A Multi-Level Digital Platform Analytics Design
3.1. Research Design and Sample Construction
The empirical design uses a multi-level digital platform analytics approach that combines observable platform traces, platform-prioritized textual responses, and survey-based consumer perceptions. The first empirical component uses Bilibili public videos and hot comments related to Where Winds Meet to examine how platform content cues correspond to favorites, coins, deep interaction, and semantically distinct hot-comment responses. The second component uses a content-exposure-anchored questionnaire to examine whether perceived information value, cultural/experiential connection, perceived monetization fairness, consumer autonomy in spending decisions, and perceived monetization risk are statistically associated with continued engagement intention. The two components are not matched at the individual level; they are integrated through theoretical convergence between observable platform patterns and perception-level associations.
The platform data were collected from publicly accessible Bilibili pages and the platform’s publicly visible hot-comment interface. Video metadata were crawled and organized from 12 to 13 May 2026, and hot-comment records covered the period up to 13 May 2026. The search keywords were “燕云十六声,” “燕云十六声手游,” “燕云十六声公测,” and “Where Winds Meet.” The hot-comment sample consists of publicly visible hot comments returned under Bilibili’s hot-comment sorting and display logic, rather than a complete chronological archive of all comments. This distinction is important because the study examines platform visibility and high-visibility responses, not all historical user comments or all user attitudes toward the game.
The video sample was deduplicated by BV number. Videos that were thematically irrelevant, duplicate reposts, missing core fields, or impossible to classify by theme were excluded. After cleaning and matching, the final platform model-entry sample contained 1164 video records and 19,919 valid hot comments covering all 1164 videos. Because search ranking, login status, access environment, deletion, pagination, sorting, and recommendation visibility may affect coverage, the conclusions apply only to publicly accessible videos and hot comments within this crawling window. Threshold robustness samples were also constructed for videos with at least 10 valid hot comments and at least 20 valid hot comments.
For reproducibility, the platform component followed a fixed search and cleaning protocol: Bilibili public pages and the publicly visible hot-comment interface were queried with the keywords “燕云十六声”, “燕云十六声手游”, “燕云十六声公测”, and “Where Winds Meet” during 12–13 May 2026; the comment scope was limited to hot comments visible under platform display logic rather than complete chronological comments; videos were deduplicated by BV number and comments by hot-comment ID; the final model-entry unit was the video-level record with aggregated hot-comment response counts; and the resulting scope is limited to publicly accessible videos and hot comments within this crawling window.
Supplementary Section S3 documents documents the retrieval overview, workbook-level cleaning checks, dictionary revision process, coding reliability summary, variable dictionary, content-cue codebook, and comment-response codebook;
Supplementary Section S1 reports reports the associated analytical and robustness tables. The initial structured keyword retrieval produced 1300 video records before broad deduplication and final relevance filtering, and the final model-entry sample contained 1164 anonymized video-level records and 19,919 valid hot-comment records. As summarized in
Table 2, The appendix documentation does not redistribute raw comment text, direct platform identifiers, direct URLs, uploader names, hot-comment IDs, precise platform timestamps, or other direct or indirect identifiers.
3.2. Variables, Coding, and Platform Model Specifications
The platform-scraped content analysis operationalized four non-mutually exclusive content cues as independent variables: functional information cues (FICs), cultural-aesthetic cues (CACs), payment-mechanism cues (PMCs), and experience-problem cues (EPCs). The cues were coded from titles, descriptions, and tags; hot comments were coded as useful responses, cultural responses, payment concerns, or experience complaints. Content analysis methodology requires explicit definitions of units, categories, and coding rules to make interpretation reproducible [
46].
The coding followed a procedure of formal AB sample calibration and full-sample rule-based extension. Two coders independently coded a video sample of
n = 200 and a hot-comment sample of
n = 750. After adjudication, the AB sample was locked, and the remaining records were coded according to the keywords, semantic objects, stance rules, exclusion rules, and context-sensitive screening principles in the coding manual. The full-sample extension was rule-based rather than a predictive black-box classifier: it applied the locked coding manual to the full corpus through keyword sets, semantic objects, stance rules, exclusion rules, and context-sensitive screening. Hayes and Krippendorff emphasize that coding reliability should be reported as a formal reliability measure rather than as informal agreement alone [
47]. Cohen’s kappa was used to assess categorical agreement beyond chance [
48], and the Landis and Koch benchmark was used only as an interpretive reference for agreement strength [
49].
Supplementary Section S3 reports label-level reliability diagnostics, including label-specific kappa values, precision, recall, and F1 scores. To reduce false positives, weak or neutral words such as “how,” “money,” “buy,” and “card” did not trigger labels on their own; payment-related labels required both a payment object and a stance involving concern, pressure, unfairness, excessive expense, or inducement. Because payment concern was a low-frequency and semantically stricter category, its findings are interpreted as diagnostic risk signals rather than prevalence estimates.
The video behavioral outcomes were favorites, coins, and the additional composite indicator of deep interaction. Favorites are interpreted as closer to information saving and future reuse, whereas coins are interpreted as closer to creator support, content expression, or other platform-specific relational factors. Deep interaction equals favorites plus coins and is used only to capture behaviors stronger than viewing. It is neither treated as a latent construct nor equated with continued engagement intention. This separation matters because the same interaction volume may express different consumer relationships.
Favorites, coins, and deep interaction are nonnegative count variables with long-tailed and overdispersed distributions. Count-data regression treats overdispersion as a central reason to use negative binomial models rather than ordinary linear models on raw counts [
50]. Negative binomial regression is also appropriate when the variance of count outcomes exceeds the mean [
51]. Applied guidance on count-data models further supports negative binomial specifications for overdispersed count outcomes [
52]. The main behavioral models therefore use negative binomial regression with the natural logarithm of views as an offset:
Here,
μi denotes the expected interaction count for video
i,
Zi is the vector of control variables, and ln(
Viewsi) represents playback exposure. The offset specification asks whether a cue is associated with higher interaction intensity conditional on viewing exposure. It therefore estimates conditional interaction rates rather than total diffusion effects. Because views may themselves be shaped by platform visibility, title attractiveness, uploader influence, fan base, and version events, the offset model should not be interpreted as causal evidence that content cues generate exposure or interaction. Robustness analyses also treat ln(
Viewsi) as an ordinary control variable and include timing, duration, title length, tags, video type, and version or phase information. Cross-sectional econometric models with controls can reduce some confounding concerns, but they cannot substitute for causal identification [
53].
Hot-comment responses have a proportional structure: the number of hot comments of a given type is observed relative to the total number of valid hot comments for each video. The study therefore uses binomial proportion models for video-level hot-comment response shares. For video
i and response type
k, the model is specified as follows:
For the hot-comment models,
Cik denotes the number of hot comments of response type
k for video
i,
Ti denotes the total number of valid hot comments for that video, and
pik denotes the modeled response probability. Categorical dependent-variable models require interpretation through odds ratios and predicted probabilities rather than raw coefficient magnitudes [
54]. The models therefore report odds ratios with robust standard errors. Because hot comments are nested within videos and generated under platform-prioritized visibility, these binomial proportion models are interpreted as video-level associations in visible response composition. They should not be read as independent comment-level causal models or as population-level attitude estimates. Categorical data analysis also requires clear event counts and denominators when proportions are modeled [
55]. The results therefore report event counts, denominators, covered videos, and proportions, particularly for low-frequency payment concerns.
3.3. Survey Measures, Robustness Checks, and Cross-Component Integration
The questionnaire survey provides perception-level evidence corresponding to the platform-scraped analysis. It used a content-exposure-anchored instrument in which respondents recalled their most recent exposure to Where Winds Meet-related videos, posts, livestream clips, community discussions, or comment threads. The formal model-entry sample was obtained through a three-layer sample flow: 689 cases in the full sample, 600 cases after first-stage cleaning, and 564 cases after second-stage cleaning. Respondents who had not been exposed to relevant content and those whose total response time was less than 120 s did not enter the scale diagnostics or path model. Duplicate fields Q44/Q58 were verified as identical, and only one version was retained.
The survey measured perceived information value (INFV), cultural/experiential connection (CULID), perceived monetization fairness (FAIR), consumer autonomy in spending decisions (AUT), perceived monetization risk (RISK), and continued engagement intention (SEI) using reflective seven-point Likert constructs. The path model used standardized construct scores and bootstrap estimates for indirect associations. Reliability, validity, common-method-bias, control-variable, subgroup, behavioral-validity, latent SEM, and PLS-SEM diagnostics are reported in the results and
Supplementary Materials.
Robustness checks were designed to clarify evidentiary boundaries rather than to expand the hypothesis set. For Study 1, ln(Views) was changed from an offset to an ordinary control variable, hot-comment response models were re-estimated in comment-threshold subsamples, and influential-view-count checks were conducted. For Study 2, the path model was re-estimated with demographic and platform-use controls, Bilibili-related subsamples were examined, and self-reported behaviors were used as additional validity checks. These analyses do not convert the design into a causal design; they test whether the core directions remain stable under alternative specifications.
The two empirical components are integrated through theoretical convergence rather than individual-level linkage. Platform traces identify observable associations between content cues and public responses in the Bilibili environment. Survey data then test whether user perceptions show theoretically consistent associations with continued engagement intention. This design fits the article’s central question because engagement quality cannot be inferred from interaction volume alone. It must be interpreted through the relationships among platform visibility, content cues, interaction types, comment meanings, perceived monetization fairness, consumer autonomy, perceived monetization risk, and continued engagement intention.
7. Conclusions
This article examines whether high platform interaction can be interpreted as evidence of engagement quality in platform-mediated digital game consumption. Using Bilibili videos and publicly visible hot comments related to Where Winds Meet, it analyzes how content cues are associated with platform responses and how user perceptions are associated with continued engagement intention (SEI). Continued engagement is understood as a platform-mediated consumption relationship in which users can keep participating when information is useful, cultural/experiential meaning is available, commercialization rules are relatively transparent, and consumption pressure remains controllable.
The findings show convergent patterns across two analytical levels. Platform traces reveal differentiated responses rather than a single engagement effect: functional information cues are associated with saving- and reuse-oriented responses, cultural-aesthetic cues with supportive and cultural responses, and payment- or experience-problem cues with risk-related hot-comment expressions. The survey evidence is consistent with this interpretation: perceived information value and cultural/experiential connection are positively associated with SEI, while perceived monetization fairness is indirectly associated with SEI through consumer autonomy in spending decisions and perceived monetization risk. These findings should be read as associational and convergent evidence, not as evidence of temporal causality.
The article’s main contribution is to distinguish interaction volume, platform participation, and engagement quality. Favorites, coins, and hot comments all belong to platform interaction, but they express different consumer relationships: favorites are closer to information preservation and future reuse; coins are interpreted as platform-specific supportive signals that may reflect support for content production, aesthetic expression, or community contribution; and hot comments may contain practical exchange, cultural resonance, payment concerns, and experience complaints. Theoretically and practically, the study connects SDT with platform-mediated consumer behavior and responsible digital commerce. Competence support, cultural/experiential connection, and consumer autonomy function as relationship conditions under which digital participation can remain useful, meaningful, voluntary, and relatively low in perceived pressure. Platforms, content producers, and game operators should therefore attend to the consumer relationship behind interaction metrics.
The conclusions remain bounded by the study design. The platform-scraped content analysis is based on public Bilibili data and hot comments within a specific crawling window, and the model results reveal associations rather than causal effects. The questionnaire survey is based on cross-sectional self-report data; even with control-variable and Bilibili-related subsample checks, its findings should be interpreted as statistical associations. Future research can use cross-game, cross-platform, or time-series designs to examine how platform visibility, content cues, consumer autonomy, and risk boundaries shape continued engagement in digital game consumption.